Cross-platform Assetbundles not work issue

I want to know why assetbundle not loaded on editor, built target platform android.
Unity3D official page, Assetbundles each platforms cross relation metrix are like this.
Here is the link.
In my case cross-platform between editor with android has a problem, case of built resources android target platformed Assetbundle.
Here is the build Assetbundle codes.

built = BuildPipeline.BuildAssetBundle(null, selectedObjs, pathSaveUnionRsc,
		BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, buildTarget);

//built = BuildPipeline.BuildAssetBundle(null, selectedObjs, pathSaveUnionRsc,
//        BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.UncompressedAssetBundle, buildTarget);

if (false == built)
{
	Debug.LogError("BuildBundleResourceUnionDependency (false == built)");
	EditorUtility.DisplayDialog("false == built", "BuildBundleResourceUnionDependency (false == built)", "ok");
	return false;
}

Thanks.

This issue solved. android - editor assetbundle cross-platform does work. My fault.